Version: 2017.2
public Matrix4x4[] bindposes ;

Descripción

The bind poses. The bind pose at each index refers to the bone with the same index.

The bind pose is the inverse of the transformation matrix of the bone, when the bone is in the bind pose.

using UnityEngine;
using System.Collections;

// this example creates a quad mesh from scratch, creates bones // and assigns them, and animates the bones motion to make the // quad animate based on a simple animation curve. public class BindPoseExample : MonoBehaviour { void Start() { gameObject.AddComponent<Animation>(); gameObject.AddComponent<SkinnedMeshRenderer>(); SkinnedMeshRenderer rend = GetComponent<SkinnedMeshRenderer>(); Animation anim = GetComponent<Animation>();

// Build basic mesh Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0) }; mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1) }; mesh.triangles = new int[] { 0, 1, 2, 1, 3, 2 }; mesh.RecalculateNormals(); rend.material = new Material(Shader.Find("Diffuse"));

// assign bone weights to mesh BoneWeight[] weights = new BoneWeight[4]; weights[0].boneIndex0 = 0; weights[0].weight0 = 1; weights[1].boneIndex0 = 0; weights[1].weight0 = 1; weights[2].boneIndex0 = 1; weights[2].weight0 = 1; weights[3].boneIndex0 = 1; weights[3].weight0 = 1; mesh.boneWeights = weights;

// Create Bone Transforms and Bind poses // One bone at the bottom and one at the top

Transform[] bones = new Transform[2]; Matrix4x4[] bindPoses = new Matrix4x4[2]; bones[0] = new GameObject("Lower").transform; bones[0].parent = transform; // Set the position relative to the parent bones[0].localRotation = Quaternion.identity; bones[0].localPosition = Vector3.zero; // The bind pose is bone's inverse transformation matrix // In this case the matrix we also make this matrix relative to the root // So that we can move the root game object around freely bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;

bones[1] = new GameObject("Upper").transform; bones[1].parent = transform; // Set the position relative to the parent bones[1].localRotation = Quaternion.identity; bones[1].localPosition = new Vector3(0, 5, 0); // The bind pose is bone's inverse transformation matrix // In this case the matrix we also make this matrix relative to the root // So that we can move the root game object around freely bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;

// bindPoses was created earlier and was updated with the required matrix. // The bindPoses array will now be assigned to the bindposes in the Mesh. mesh.bindposes = bindPoses;

// Assign bones and bind poses rend.bones = bones; rend.sharedMesh = mesh;

// Assign a simple waving animation to the bottom bone AnimationCurve curve = new AnimationCurve(); curve.keys = new Keyframe[] { new Keyframe(0, 0, 0, 0), new Keyframe(1, 3, 0, 0), new Keyframe(2, 0.0F, 0, 0) };

// Create the clip with the curve AnimationClip clip = new AnimationClip(); clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve); clip.legacy = true;

// Add and play the clip clip.wrapMode = WrapMode.Loop; anim.AddClip(clip, "test"); anim.Play("test"); } }

Note: See the Mesh page where example 2 shows vertices being copied, updated and and re-assigned to the Mesh. The example on this page also updates bindposes, SkinnedMeshRenderer.bones and SkinnedMeshRenderer.sharedMesh in the same way.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961